Thanks silverpower... I think you are right about the PSI thingie now that you mention it! And that makes sense about the detectors being MP items. Anyhow, it is really pretty easy to put them back into the game... but what I did not like is that they took up one of my belt slots and I didn't want to give one up! Anyhow... this little project I am working on will probably not be released... it is just something I am doing for the fun of it. So instead of stressing out over the detector issue, I just cheated and gave the simple detector the attributes of the elite detector! Sweet! It really is too powerful for the game... because with it you can run full speed thru just about any anomaly field. Again... this was just something I was goofing around with and got curious if these things were even available in the vanilla game. Kinda glad they are not because they really do spoil the immersion. (Unless you are like me and like to get from point A to point B in the shortest amount of time. Probably a result of all this mod testing! )

The email DC- mentions contained the dialog_manager.script file I've been discussing that is compatible with both 1.0004 and 1.0005. It was tested enough to permit me to send it to a few modding folks who discovered their dialogs didn't work with 1.0005. A couple of others who don't really need it also got it. It will be included in a future release of the ZRP for modders. (It is not needed for the ZRP itself.)

>> GS who? I thought this was STALKER - Shadow of NatVac...

Hmmm. Is "NatVac" worse than "Chernobyl"?

If you really want the "Shadow of NatVac", maybe you can find it in dezodor's Priboi Story. Apparently I reprise the role of Snitch, the annoying know-it-all. Sounds like perfect casting, even down to the crash-to-desktop you experience when you talk to me in the test version. Sounds like barin will save the day...

Sorry about the grief integrating ZRP with other mods, BobBQ. The integration should be less difficult in future releases. The text files are not that critical.

---QUOTATION---If you really want the "Shadow of NatVac", maybe you can find it in dezodor's Priboi Story. Apparently I reprise the role of Snitch, the annoying know-it-all.---END QUOTATION---

Oh Nooooo!!! Does this mean that we will have to start paying you for information???? Not that you don't deserve it..... but Fatrap will have to get another job to be able to afford this 'cause of all his questions!!! Man... I knew I should have taken that job offer from the Dallas Cowboys cheerleader squad to be their towel boy / locker room assistant! It only paid $150,000 a year so I tossed it...... hmmm... camera pans to a frantic Fatrap in his pajamas outside his house dumpster diving for tossed job offer....

I've been stalking the forum since about April, and I've been following this effort all the way through. It may not mean much to someone who can't contribute much in way of modding (scripts? eh?), but I wanted to say great job! Your efforts are making the game a much more enjoyable experience, and I wanted to come out of hiding to tell you guys that it's much appreciated, and that just because not a lot of people are making input doesn't mean it's not useful and gratious work.

---QUOTATION---Sorry about the grief integrating ZRP with other mods, BobBQ. The integration should be less difficult in future releases. The text files are not that critical.---END QUOTATION---

Actually, the merging process itself was pretty easy. The problem was that I kept getting crashes I'd never seen before, but that seems to have resolved itself now: I've managed to get all the way to the Bar with only a single Lua-related CTD in the Agroprom map.

At this point, I think my problems were due more to sloppy merging than to any bugs that ZRP might have.

@NatVac, i was right about that "corrupted save game", it was not the case of using differet functions to load/save the game, like i said, it would crash much early.

What i figured out, is a terrible thing that can happen with any mod that deals with variables.

The engine have a space limit for variables, that can result in 2 type of crashes.

1st - When you load a game, you get:
error: can't open section "ac" or whatever inside the quotes.

2nd - When you save a game, it usual give you empty log with hex values or say something about "no space avaliable".

-----
The 1st error happens when you are about to reach the space limit, when i was at yantar, it was 64 custom variables, so you can save the game and keep playing, but if you load that game you get the 1st error.

The second is when you go over 64 variables, you can keep playing fine, till you move to next level or try to save the game, then it will CTD.

Notice that is 64 variables from my mod and the default game variables, when i was at yantar, the total was 84, very much the same for others levels, it depends on what the game is saving, most stuffs are "wounded variables".

The solution for me is to change the method of saving variables or reduce the number, which in abc inferno can be very largue, every feature save a different variable, every time you repair a weapon at trader it save an unique variable for that weapon, etc...

I wonder even if i pack the variable it would have a space enough, like adding alot strings, it could be limited in both ways, though i didnt test that yet.

That sounds like pretty good detective work, russao. Thanks for letting us know what you have found.

Maybe you can use tables or structure variables, like entity.attribute, to stay below any data limits.

It still sounds like it could also be a mismatch between load and save. While this might be due to the variable limit you have found, you can also get both of those errors if you exceed the 2-GB process space limit; there's too much data to save but you only find out when you try to load the game or change levels. As you know, this saves and "loads" the autosave for the new level.

A way to check that would be to minimize resources, like temporarily reducing texture quality and eliminating weather and other effects. If the problem doesn't occur in the same place, then it might be due to the process space limit.

And you can get the mismatch between load and save if the formats are different. I think this is the same error one can see if there is an incorrect value for current_server_entity_version, which is part of the problem with some mods in the update from 1.0004 to 1.0005.

There, the 1.0005 game will treat saved games differently depending on that value being 5 or 6. That is definitely a mismatch.

BobBQ, if you come across another CTD, I'd like to know the [error] stuff from the end of the log file. It might help folks in future mod merges.

Yes, thanks for the kudos, motiv-8. Every bit of encouragement helps.

silverpower and/or Victim, is the new dialog_manager.script stuff easily adapted to Redux Extreme?

I can't fix my scripts. They doesn't work in 1.0004 too. Unfortunatelly I've got too dfferent _g.script then the vanilla, and I don't know how can I merge with the ZRP file to make it properly.
The _g.script crashes at line 1274: dialog_manager (nil value)

---QUOTATION---I can't fix my scripts. They doesn't work in 1.0004 too. Unfortunatelly I've got too dfferent _g.script then the vanilla, and I don't know how can I merge with the ZRP file to make it properly.
The _g.script crashes at line 1274: dialog_manager (nil value)

Can somebody help me?---END QUOTATION---

That says your dialog_manager.script file is not valid, Kanyhalos. Compare it with the original to see what is different, and look for a missing "end" statement in a function, or perhaps some invalid syntax.

Also, be very careful about merging mods. Since you were not using the vanilla _g.script file, the ZRP version of the file won't work until you merge it properly with the changed _g.script file.

You might be better off not merging the changes and simply releasing a 1.0004 version for now, and then get this straightened out.